Can't lauch app in the oculus Store
Hi, we are a little team starting to develop 3D apps for the rift With Unity we created a simple first person camera app, to upload it to the alpha channel. It runs well in Unity(play button) or when clicking the .exe file. The problem is that after downloading the app in the Ocolus Store it would not work there, we get the ''please wait ...'' mesage for a split second, and then it closes. I already: - Imported Unity oculus SDK - Imported oculus integration package - Added the app ID in the Oculus Platform settings - Virtual reality support is checked in the Player Settings - Quality settings are set for the Rift - When I upload the Binary I tried : -mode VR, -vrmode oculus and nothing - Made and empty object with the entitlement code (code below ) Please if someone knows what are we missing, it would help a lot. //Code OculusPlatformEntitlementCheck using UnityEngine; using Oculus.Platform; public class OculusPlatformEntitlementCheck : MonoBehaviour { void Awake() { try { Core.AsyncInitialize(); Oculus.Platform.Entitlements.IsUserEntitledToApplication().OnComplete(GetEntitlementCallback); } catch (UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } } void GetEntitlementCallback(Message msg) { if (msg.IsError) { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else { Debug.Log("You are entitled to use this app."); } } }1.2KViews0likes4CommentsLibrary Game Icon
Hi, I'm developing a vr game for oculus that is not in the store. the problem is that the game icon in the library is small with an ugly background. i tried to use a bigger game icon (set in unity player setting) but it doesn't change anything. Does anyone know how to solve it?3.9KViews0likes1CommentOculus Store VRAM issues
Hey guys, i have a really big problem with the VRAM consumtion of the Oculus Store. Our application (a volume visualization toolkit for lifescience) requires approx. 2 GB of VRAM. We uses the AMD Nano Series for our Workstations with 4GB of VRAM. Since the last two updates we have performance issues with our application. After some monitoring we detected the problem: We start our application and the Oculus Stores opens. It catches about 1.5 GB of the VR. When our application now tries to allocates a quite big volume texture, the texture is placed in the dynamic (shared memory) instead of the VRAM. This cause real big performance issues. There is no way to force the allocation of this texture in VRAM. If we close the store before the texture is allocated, everthing works fine. The texture is placed in VRAM and some of the Oculus Store resources are placed in the shared memory. Either is it possible to tell our customers to close the Oculus Store at the right time, nor it is allowed by the Oculus licence. In my honor opinion it is really big problem that the store consumes so much memory. Even in games many of the textures are placed in shared memory on a 4GB graphics card. As long as i not enter the store, the resources should be leave in main memory and not on the graphics card. Does somebody have the same problem? Does somebody have a solution for this issue? Is there a way to force oculus to place the resources in dynamic memory?495Views0likes0Comments